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ankmairdor

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A member registered Feb 27, 2019

Recent community posts

This community could use a new portrait pack. There are still those that prefer non-AI images, though most of the focus is currently on using AI to generate images as it can be difficult to find a proper variety and consistency of images for the improved random portraits, much less the expanded image sets for AricsExpansion.  Either way, most of the discussion happens on the Discord: https://itch.io/t/284398/discord

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Potions add toxicity to slaves, which can be monitored using the Mind Read spell. When that toxicity is above 60 you will have a chance of mutations, and need to wait until it dissipates. Each potion has it's own amount of toxicity and the only resource for knowing how much is the items.gd script in the game's files. These values range from 0 for Hair Dye to 50 for an Elixir of Clarity.

Not really certain what you are asking for in your second post. The age of a slave has almost no impact on them at all, so there are no age requirements nor patterns for Specializations. Children, as in offspring from a pregnant person, will not inherit a specialization from their parents so they will not start with one.

The game does not support having more than one starting slave. If you edit a save to get more than one, then only the top one in the list will be considered the starting slave. The save files are JSON formatted plain text, so they can be edited with any text editor, though I highly recommend using something that supports the JSON format, such as an online editor. It is possible to move slaves between saves, but care needs to be taken to ensure that the relevant data such as slave IDs do not conflict nor overlap.

https://itch.io/post/10344412

This generally happens when someone tries to run the game without extracting all of the files from the Zip archive, or when buggy or conflicting mods are applied.

The Debug mod can be used to diagnose the cause of the error, though it also changes the crashing behavior of the game, but it does not fix errors. https://itch.io/t/1137280/debugmod-v10d

If mods were applied, then the best solution is to delete the Strive program folder and extract a new copy.

In ".../Strive/mods/AricsExpansion/customScripts/expansionsettings.gd" you can change the value of capturedSelect to your preference. The comment above that variable explains the values. The Constants mod can be used to easily chance many of the values, but support for that type of value was never added to either mod.

Hopefully you have already figured it out, but this mod does not replace any files. It simply provides a new executable that helps with finding errors in the game.

Line 684 of ".../files/scripts/jobs&specs.gd".

"checkforevents" is a variable in the mansion that essentially indicates whether the mansion should attempt to check for and display a new event. In practice, this value is only true while an event is being displayed, but it will be blocked from checking for new events until the first frame where the current event is no longer visible on screen. Thus "func nextdayevents" will be repeatedly called until the end of the function is reached without triggering an event.

The player gives birth first, followed by slaves giving birth in the order that they appear in the mansion list, followed by scheduled events, followed by random events, and followed by main quest story scenes. This order of presenting events is always maintained, though not every type of event occurs in a single day.

A new system was being planned to handle events in a more centralized manner, but the person contributing that code abandoned it for whatever reason. So the new system was removed from operation and the game uses the old system for events.

If you are simply trying to add it as new behavior style to the Headgirl job, then you would simply need to add the role to the GUI, either through patching the Mansion.tscn or adding code to the "_ready" function of Mansion.gd to add the option to the OptionButton.

If you are trying to add it as a new job, then you need to add an entry to the jobdict in ".../files/scripts/jobs&specs.gd".

After either of those, you add your code to the end-of-day function.

You found one of the messier parts of the game's code. Godot provides the option to set custom getter and setter functions for variables in a class. In this case, the class "progress" is found in ".../files/globals.gd". 

var condition = 85 setget cond_set

This variable declaration establishes a custom setter function for "condition", so any attempt to assign a value to "condition" outside the setter function will call the setter function with the new value as the argument for the function. Simply changing "condition = -X" to "condition -= X" causes the resulting value of "condition" to be "condition*2-X".

In order to make the switch, you would need to remove the setter function and update every line in the game that assigns to "condition". Note that all changes to "condition" are multiplied by "conditionmod", which is 1.3, so you would need to include this multiplier in every line when updating them otherwise the value would be reduced.

It's fairly quick and easy for an experienced modder, but tricky for someone unfamiliar with all the parts. A core issue is that the portrait displays are implemented separately for each part of the game, which would require the modder to locate a few different sections of the GUI and the corresponding code.

AricsExpansion went a different route and added the pregnancy icon to the slave tooltips and information tabs, which is far fewer locations.

There are no records of past orgasms/ejaculations in the unmodded game, so your options are to either add some type of record or add the relevant code from "func checkrequest" to "func orgasm". The latter approach is probably simpler.

This game should never show anything like "emptymod" nor "10001110". Are you playing Strive: Conquest?

In Strive for Power, the mod is always named by the folder containing the mod, so only a mod in a folder named "emptymod" could appear with that name. A new folder named "New folder" in the mod folder with only sub-folder named "scripts", will appear as a mod named "New folder" not "emptymod".

You don't need to give them gold and food to get them as slaves, but you do if you want to progress along that quest line. The amounts are 50 gold and 50 food, which should be trivial amounts, especially since you have at least 7 days before Tisha appears after you invite Emily into your mansion.

For an easy start, I play as a Halfkin Wolf Hunter, put 2 points into agility, buy and equip Chain Armor, and then explore the Outskirts of Wimborn for bystanders to rescue from thugs. I use the rewards I get from the bystanders to buy bandages and fight until I have enough gold to buy full gear for my combat group and 1000 to 2000 spare gold. While Emily cannot be used as part of the combat group immediately after inviting her into your mansion, an experienced player can use a Meet interaction to boost her obedience and loyalty to the levels required for the combat party (the Bugfix mod can help clarify why people cannot join the combat party). Then I buy 3 supplies and use the "Rest and eat" option to remove all stress from the combat group before I assign jobs and end the first day.

The Mods menu has a button to "Open Mod Folder", which will attempt to open the folder for you.

The location of the mod folder on your computer is dependent upon which OS you are using and tend to be hidden by the OS. As stated in the Help section of the Mods menu:

Replace USER_NAME with the value appropriate for your computer.
Windows:  C:/Users/USER_NAME/AppData/Roaming/Strive/mods
MacOSX:  Users/USER_NAME/Library/Application Support/Strive/mods
Linux:  ~/.local/share/Strive/mods
Note, if you are using the itch.io launcher to run the game, then your mod folder will be inside the data folder for the launcher.

Also, the folder ".../files/scripts/mods/" in the Strive program folder is strictly for the Constants mod that comes with the game.

The only thing that has been known to force people to restart is when people make their edits directly to the game files and then they use the mod system to change the active mods, which resets all changes to the game files and erases their edits. As long as you are making your changes to files in the Mods folder you should be able to make progress forward. If you do get stuck on errors, feel free to hop on the Strive Discord and we can fix them quickly.

There's no records of mental breakdowns. It seems to me that the simplest way to implement this would be to add a timer variable to ".../files/scripts/person/person.gd". It could also be implemented as a new effect, but that system is a bit clunky so it would be more work to implement it correctly.

The names are fully set after line 50 of ".../files/scripts/characters/constructor", so anything between there and the return will generally work, except for unique characters and mods like AricsExpansion, which set some traits afterwards.

Guilds slaves are added in the function at 339 of ".../files/scripts/outside.gd".

Something like the "amnesiapoteffect" function on line 709 of ".../files/inventory.gd"?

Or something like the "_on_nickname_pressed" function on line 542 of ".../files/scripts/slave_tab.gd"?

The code that gives characters their surnames is line 98 of ".../files/scripts/characters/constructor.gd".
The code that assigns surnames to races is found in ".../files/scripts/characters/races.gd", such as line 12.
The code that assigns first names to characters is line 81 of ".../files/scripts/assets.gd".
The script for "names.gd" can be accessed anywhere with "globals.names" and the function can be accessed anywhere with "globals.assets".

The races of the captives can be accessed using "enemygroup.captured[ <index> ].race" if you know the index or use zero to reference the first captive, which is what is used on line 1931 of .../files/scripts/exploration.gd".

The number of steps to travel through a region is set as "length" in ".../files/scripts/explorationregions.gd".
The energy cost per step of exploration is subtracted on at line 863 of ".../files/scripts/exploration.gd".

By "bound tightly to prevent escape" I assume you mean 'A tied and bound [color=yellow]$sex[/color] looks at you with fear and hatred. ' on line 202 of ".../files/scripts/characters/descriptions.gd". Unfortunately, there's no good way to differentiate between enemies and captives. That's not to say that it isn't possible, but you would need to reference the "enemygroup.captured" array in the exploration script which needs to be referenced through the mansion script which needs to be referenced through the globals script. Then you would need to search the array for a person with an ID that matches the person for the description.

To release a captive during exploration you would need to call the function "freetrue" at line 2521 of ".../files/scripts/outside.gd" by pressing the Control button during exploration (even with the post battle menu), selecting the Captured Slaves tab, pressing the red circle button (which is a very lame button), and agree to free this person. No errors with this functionality in the current version as far as I know, though a prior version did have errors. Note that this still counts as using the rope so it might wear out and break, but otherwise you will get the rope back.

The functions for the String type have improved a lot as the Godot Engine has been updated. Many of the convenient functions in the current version weren't available when this game was written and the code wasn't updated to use newer functions. There are newer versions of Godot available now that have even better functions, but simply updating the game to be compatible with it could take a few days. String.find() reports the position of the first character of the matched string and is useful for string editing or searching for multiple instances of a string, though the latter has String.count() in the latest version of Godot. The "in" keyword is basically a sideways access to String.contains() even though that function wasn't included in the API until 4.0.

Strive for Power uses a beta version of Godot 3.2, so it has some of the features and fixes of 3.3. The Debug mod displays the Godot version in the terminal when the game starts. Usually I get the docs I want by googling something like "godot 3.2 string".

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No, this is an old error that was never fixed. The baby has a description problem because babies don't use the standard data. It can be fixed with any plain text editor.

After line 354( or anywhere inside of "dict"), of ".../mods/AricsExpansion/scripts/characters/description.gd", a new line needs to be added for feathers_and_fur. I just copied the normal entry from lower down in the file:

feathers_and_fur = '$His body is sparsely covered with [color=aqua][feathercolor] bird-like feathers[/color]. Beneath that is thick, soft [color=aqua]fur of [furcolor]', 

Although [furcolor] doesn't work because it was only added to the normal description function, it doesn't cause any errors.

Edit: another description line is missing from "dict" and can also be added next to the feathers_and_fur line.

fullfeathers = '$His body is covered with [color=aqua][feathercolor] feathers[/color]. ',

Since this change is made to the mod file, you will need to re-apply the mods to update the game files. No need to go through the full install process, simply press Apply and restart when done.

You are overthinking your problem and it has nothing to do with this mod. Version 1.0 of the unmodded game made the following changes to race names:

  • "Dark Elves" are renamed to "Tribal Elves"
  • "Drow" are renamed to "Dark Elves"

Dark Elves can be found in the Elven Grove.

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Please be sure to read the instructions for the Debug mod. It explicitly states that it is a manual patch and not installed using the mod system, so selecting it in the Mods menu will have no effect.

From what I can make out from the screenshot your "AricsExpansion" is spelled correctly, so you have some other issue.

Also, the mods are essentially always source code as the game is open source and the mod system works by editing the game's code to include the mod's code.

I agree with Aric's assessment, a wrong folder name makes the most sense as the cause, but I'd like to clarify some details.

Without the Debug Mod(https://itch.io/t/1137280/debugmod-v10d), most users won't get any debug console and some OS require launching the game through Command Prompt to get one.

Both the current mod system and AricsExpansion can handle non-direct folder locations for the mod so anything like ".../mods/.../AricsExpansion/" will work, but the folder containing "info.txt" must be named "AricsExpansion". The usual culprit is that GitHub names the Zip archive "AricsExpansion_main", which results in an incorrect folder name when extracted.

There was some files on the AricsExpansion Discord to fix it. This should be a working version:

https://mega.nz/file/aAhxQALY#fmEBqM195yMTaKLWxHuMvA6ccg2yNFFQhR5aveeKS_I

Adding more personality to slaves in the meet interaction is a recurring mod idea, but nobody has really pinned anything down yet. It's a lot of creative work to complete.

The meet interaction in ".../files/scripts/dating.gd" does not have its own dynamic text processing but instead uses the one in the sex interaction ".../files/scripts/newsexsystem.gd". The actual dynamic text processing happens in ".../files/scripts/sexdescriptions.gd", which is a very efficient system but not exactly one that is easy to read. In order to use that system the meet interaction creates a setup that imitates the setup used by the sex interaction. Parts of the setup in the meet interaction are poorly designed, but it does what is needed.

"dom" is no longer used, but it appears to be very similar to "asser", which is "Role Preference" or whether the slave prefers to be the giver(higher) or taker(lower) of sexual actions.

I use Notepad++ to search multiple files, but it will probably have the same issues. I recommend searching for ".dom", ".dom ", or "var dom" rather than "dom" as the additional context will remove a lot of irrelevant entries.

".../files/scripts/person/person.gd" is the person class, which has the "metrics" variable to track how many times various things have happened to the slave, but there is nothing about dates in there. The person class uses "lastinteractionday" to track when and how many times the player has used interactions on a slave, but it doesn't differentiate between meet/date and sex.

"metrics" is the best place to add a variable to count how many dates a slave has had. Note that changing the contents of the variable in the file will not automatically update the contents of the variable for save files created prior to the changes to the file. You will need to add code to add the necessary entries to the variable if you want it to be compatible with existing saves.

The code you are referring to has been inactive for a long time and appears to be incomplete in the current release. The Person class doesn't have many of the member variables referenced in that code, such as "punish", "praise", or "pussy"; and the "sexuals" variable is currently inactive. "slavedialogues.gd" and "statstab.gd" are the only files still relevant to "person.punish" and neither ever sets it to false, though there is a section under the 'beat' action that appears to be where it should be present.

There is no requirement explicit nor implicit in the active code of the game for a slave to be punished to become obedient or loyal. Having pleasant meet and sex interactions is sufficient to achieve both, though it is often not the fastest approach. Currently the only records of punishments is in the sex experience counts in "person.sexexp", which counts how many times a person has watched, participated in, or orgasmed from an action.

Not only have you set a record for necro posting, but you also posted a comment that is irrelevant to the topic and game, as there are no loans in this game.

https://itch.io/post/10221176

People cannot be revived as they are deleted as soon as they are dead or removed from all slave lists. There are a couple things that could be cleaned up such as removing that dead person entry from relatives data, which involves searching for the entry that matches Emily's ID, but changing the quest line state is quite simple.

The save file can be accessed from the Mansion's Save/Load menu, which has a button to open the save folder. The save files are plain text files that use the JSON format, but they do not have any extension so many editors won't recognize them even if you have something to handle the format. Either way all you need to do is find the entry that looks like:

"emily":16

(It could have another number like 101 depending on how you acquired Tisha) Then change the number to a 14 or 15. Save the file, load the save in Strive, and go to the Gorn slave market to collect a new Tisha.

It appears that you have posted the Windows error message, which seems to indicate that either your driver is the problem or your system lack another resource like memory. As the game only uses about 312MB of RAM, I don't expect memory to be the problem unless you added a lot of portrait packs or images.
If you run the game using the Batch file named "Strive for Power 2 - console", then the Godot engine will post it's own error messages to the terminal, though I don't know that it will reveal anything new.

Godot Engine version 3.5.1

I'd recommend changing your driver version, either forward or backwards, as Nvidia sometimes releases buggy drivers. Otherwise, you would need an error log with useful information in order to get help here, though this is the wrong forum for your post.

No problem, at least it all makes sense now.

If you downloaded Strive from somewhere other than itch.io then it's possible your game folder is corrupt, which would explain the contradictions in how the mod system interacts with your Strive program folders.

Otherwise there have been rare cases where a computer has weird permissions everywhere and the best solution is to put the game folder in the roaming folder beside the game's user data folder since this usually provides all necessary permissions to edit files and folders.